http://te4.org/characters/2460/tome/947 ... af73124ec7
After weeks of playing nightmare mode with solipsists, I think I am finally close to building a winning character:
1. I unlock Nightmare and Discharge tree, and buy two slots.
2. I avoid AM, as AM shield is useless against 1500 burst damage, which is what you encounter in the game. I use two shields, teleport, regen, and wild
3. I use Psychic Assault. I won't use Distortion next time, as it is useless at high levels. And Mental Tyranny makes the phys resist penetration useless also.
4. I use Dwarf for hit points and extra artifacts (3 extra bosses as dwarf) and saves, though I hate having to retain 2000+ gold for the saves. I've tried Thaloren and I might try again. But Thalorens soak up generics and I"m short on them already.
5. I get from alchemists 2 generics > 2 class points > WIL/MAG > CUN/DEX > Luck in that order, depending on what happens.
6. I max mind damage bonus. Hateful + Wrathful are a great pair, as are harmonious and wyrms (you get 100% stun and 100% blind resistance from latter).
7. I spend 750 on psiblades. The bonus to mindpower and the spinning leaves talent are too good to miss out on, and vital for survival.
8. You HAVE to get all saves to 70+ to have any chance of survival, and as soon as possible. The Master annihiliates you if he gets his spells to stick and his minions get chain stunning happening.
9. Thought forms are great for swapping location, gaining extra feedback for Discharge, and eventually for damage. My warrior was hitting for 1000 dmg towards the end. But they are too fragile to rely on for mindpower or resists. At high levels they just buy you a few more turns and allow swapping when running around a corner into a nasty.
10. Biggest dangers (at high levels particularly): Word that Walks, Master skeleton Archers y(esp ones you can't see); summoners (spiders and hounds etc are NASTY at high levels); master assassins (because unaware they slam you with huge damage and poisons)
11. You have to get mindpower to 80+ to affect anything later in game (so raw of 200+). otherwise your psychic assualts etc have no effect, and then you can't land nightmare, etc.
12. Early on, phase door can be very effective with the resist increase, but not so much later on. Teleport is critical, as traps can surrond you with critters, leaving nowhere to flee using movement infusion.
13. Getting high def and armour is pointless, as you can't get it high enough to make any difference
14. Dream Forge as of 1.0.4 is completely useless, given its major nerf. And that generics are sparse. I'd like to see it back as a class talent, and buffed again.
15. Discharge is AWESOME once you know how to use it. Towards the end, I was landing 5000+ damage PER TURN just from discharge talents, once you get crit high (hateful + wrathful !!!). Plus 1000-2000 from mind sear etc.
16. Solipsism talents must not be gained too early, as you become too vulnerable to burst damage. It slows you right down, and then you die. This is the hardest bit to manage on nightmare, knowing when to pump them.
17. For first 30 or so levels, collect EVERY piece of +HP gear you can - lights, boots, belts, cloaks, hats, rings, armor. I often get a living shield or shield of resilience as well. Only replace this with +mindpower and+mental save gear once you are very powerful and have good resists.
[1.0.4] Nightmare Dwarf Solipsist - lvl 50 but dead :(
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[1.0.4] Nightmare Dwarf Solipsist - lvl 50 but dead :(
MADNESS rocks